So, hi pc-community!
Been here for a while now. Stalking here since when I started working on this map. This is my first map for UT3 and a beta. Just have it in mind, not yet finished. Beta
I'm working on it for about 2 months now from sketch.
Meshes are all custom, except the grater waterfall. Small ones are custom. Textures are all custom, except the diffuse and setting textures for the water. Too lazy for that, cause the water is good as it is in ut3.
Some meshes need to be refined and revisited, cause some suck, same as some textures.
Got no idea for a lightsource in the cave. Don't want to add crappy glowy crystals or stuff. If there are some ideas out by you, post them!
There also seems to be a problem with performance, one said that, so if there are any suggestions how to improve, let me know.
Overall polycount (instanced) is around 50k. Neox said I can rise multiply by ~4 to 6. First created models for warcraft 3. I "learned" low poly. This map is more or less a test to gain land on the modeling and gameenvironment thing.
So, now to the pics. I drew a concept for this one when I started lighting. Gonna start with that one:
Those following are the first beta screens, just as links:
AF-Beta1AF-Beta2AF-Beta3AF-Beta4
Then the new Screens, shot yesterday:
Yah... and here is the mapfile for all of you owning ut3:
~~~ Link ~~~
It is a beta, want to get it finished soon.
acapulco
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Known 'bugs':
* UVW crap in flowing water.
* Some ugly clippingbugs on the terrain
* Some textures (trees, lamps) are not completly drawn
* Some stuck-ons on the terrain
will add, when find some.
Replies
The one main thing that is somewhat bothering me is the lighting setup, those reds (seems so bright, almost "harsh") really don't seem to fit. I mean, it seems like the base lighting is closer to white / yellow, rather then in your concept drawing which has a more vibrant gold tint to it, which really warms up the piece. I think overall your lighting seems to be blowing out textures / normal details (look at the ground).
Take a look at this picture - http://infinitygoods.files.wordpress.com/2007/11/your-autumn-by-isa13.jpg
I'm getting a sense that this piece is set in or around Autumn (which is sick) but again... because your lighting seems very dead... I think its dragging down the overall scene. If you look at the picture, maybe you can grab some more colours to hopefully make everything more unified. There are some nice blue / greens as well as red / oranges that I'm sure you can work into the scene (lighting / texturing etc.)
Anywho, I think this has a solid portfolio piece written all over it, you just need to tighten up the lighting (I think anyways).
JasonLavoie
Lighting is a real hard born child for me. Don't really get into it. So, you mean I should put more hue in the lights so it gets warmer?! Am I right? Is this what you mean by 'dead'?
ae.
Thanks, appreciate that
When going for another one I'll hit you up.
Made some additional unique meshes for the cave and the armorspot. Fixed a little bit here and there. So there we go with the pics:
~~~ Download ~~~
Yeah, so its final. Good feeling!
~~~~ Download ~~~~
Thanks all!
aca
I think the cliffy parts could benefit from looking a bit more dusty than solid and chunky, and with lots of tiny roots bursting out.
some of this kind of shit bro
The colors are really nice and warm and orange now good work
Ya, Harry, planed something like this, but times not my friend atm =|
I dislike this screenshot: http://simonkopp.de/Kunst/autumnfog/afFinal2-4.jpg
I think that the texture densities are too far apart, the structures do not seem natural, I don't like how the lantern light is so intense.